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fix/wildlife breaks GCS silk farms and other similar activities

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#5,685 0 則留言 0 個 reaction 已指派 0 人 在 GitHub 檢視

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評估

難度
4/5
預估耗時
3-5 天
新手友好度
38/100
Issue 類型
缺陷
描述清晰度
基本清楚
活躍度
停滯
技術堆疊
cpp
領域
game-dev

研究方向

Read the fix/wildlife script and trace how its ignore option changes a creature’s hostility, then look for how caging is detected. Reproduce the silk farm behavior with a web shooting GCS and check whether a caged creature is ignored on later passes. Done means ignored creatures no longer disrupt the farm and the proposed automatic ignore behavior is addressed.

由索引模型根據 Issue 內容生成。

描述

If fix/wildlife is enabled, then it will eventually kill the GCS in your silk farm. It will also kill your harem of Plump Helmet Men that you tried to keep in a glass room in the center of your dining hall.

Using fix/wildlife ignore on said GCS makes it stop shooting webs at the patrolling guard. Weirdly, it can still be recaptured in a cage. The script isn't eliminating the hostility completely, but it is affecting it enough to defeat the silk farm. This seems like a bug.

If the bug with the ignore option hostility change can be fixed, then I also propose that the script automatically ignore any creature the first time it is caged in order to prevent subsequent accidental killings. This would be consistent with the tool's stated purpose of enabling new waves of creatures to enter the map; caging creatures already accomplishes this, so the tool does not need to act redundantly.

主要語言
C++
星號
2.1k
分支
509
平均合併
2 天 19 小時
30 天內合併 PR
25

環境準備

從這裡開始

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  3. Fork 儲存庫,在一個分支上完成修改。
  4. 送出 Pull Request,並在描述裡引用這個 Issue 編號。

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